-Dom- Posted November 27, 2014 Report Share Posted November 27, 2014 Once per turn: You can banish 1 "Ritual Beast" monster from your Extra Deck, and if you do, send 1 "Ritual Beast" monster with the same Type as that banished monster from your Deck to the Graveyard. You can only Special Summon "Rampenta the Spiritual Beast" once per turn. So, can someone explain the apparently ridiculous loop that this card can make with F-Kannahawk and the trap; is it better with 'ambushed spirit beast' trap also in SECE? Generally discuss the card and what it gives the deck I guess. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted November 27, 2014 Report Share Posted November 27, 2014 I'd explain the loop thingy but it's like ridic long so I'll let others do it instead. Rampenta's a nice setup card for early mid game, even if it doesn't seem to be that powerful at first. If Fissure or Macro is up though, the double banish would give even more food to F-Kanna's search, which is really nice, and also the return effects of the Fusions. Even without the two face up though, it still gives a fodder for F-Kannahawk's effect, and sets Lera/the new trap too. Not something to overuse for obvious reasoning, and at most you'll only use it once for each fusion monsters. Link to comment Share on other sites More sharing options...
-Dom- Posted November 30, 2014 Author Report Share Posted November 30, 2014 I think I agree with the above through my testing so far (presumably worthless testing not knowing the loop). Soooo, bump because I do actually want to know what the loop is. Link to comment Share on other sites More sharing options...
CLG Klavier Posted November 30, 2014 Report Share Posted November 30, 2014 1. Get Rampenta onto the field along with a Tamer 2. Use Rampenta, banish a fusion (you should be running them as 3-ofs so no big deal)3. Fuse into F-Kannahawk4. Defuse5. Use Rampenta again6. Fuse into F-Kannahawk again7. Use Kannahawk's effect to return both fusions to grave to grab the trapYou can then defuse on opponent's turn to be able to nuke up 2 monsters with the trap. Another combo, longer, is:1. Get Kannahawk and a Tamer onto the field2. Use Kannahawk to banish Rampenta3. Fuse into F-Kannahawk4. Defuse5. Use Kannahawk to banish a Tamer (different from the one on the field)6. Fuse into F-Kannahawk7. F-Kannahawk sends the pair you used up for him to grave to fetch the trap/the spell8. Defuse into the new pair of monsters9. Use Rampenta to banish something10. Fuse again11. Send 2 banished cards to grab another trap/spellThe problem here is that at the end, you got only a single thing banished, so you can't unfuse. I might be missing something though. Link to comment Share on other sites More sharing options...
Maeriberii Haan Posted November 30, 2014 Report Share Posted November 30, 2014 First turn would only net you with 2 cards at best iirc unless you get a god hand, if you still want to be able to defuse that is. Though, the new trap makes sending things to grave not hurts as much now, especially if used on your opponent's EP. Link to comment Share on other sites More sharing options...
CLG Klavier Posted November 30, 2014 Report Share Posted November 30, 2014 Well, that's old loop I just digged up, I didn't figure this deck out post full SECE yet, but the new trap adds options. Link to comment Share on other sites More sharing options...
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